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"Find me cards equivalent to: Lifecraft Cavalry"

Equivalent cards to Lifecraft Cavalry (Creature — Elf Warrior, Green, with Trample and +1/+1 counter ability) include:

  • Ajani's Comrade (Trample, gets +1/+1 counter if you gained life)
  • Bristling Boar (Gets bonuses but not rely on revolt, and is green)
  • Sage-Eye Harrier is similar in being a common green creature, but not an Elf or with revolt.

Closest equivalent:

  • Greenbelt Rampager (ETB ability tied to energy instead of revolt)
  • Peema Outrider (Trample, Fabricate 1—creates a 3/3 trampler or adds +1/+1 counter, also green)
  • Maulfist Revolutionary (Trample, enters with counters, green)

No direct other card has the exact Elf/Warrior type, trample, and revolt, but these are close for green trampling creatures with counter effects.

Found Cards

7 Results

Ajani's Comrade

Bristling Boar

Greenbelt Rampager

Lifecraft Cavalry

Maulfist Revolutionary

Peema Outrider

Sage-Eye Harrier

Ajani's Comrade #187 Creature — Elf Soldier

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 2
Power/Toughness: 2/2
Types:
  • Creature
  • SubTypes:
  • Elf
  • Soldier
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Trample

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.13 USD
    Cardmarket / 5.99 EUR 0.22 EUR
    Manapool 0.15 USD
    Cardkingdom 0.35 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Trample At the beginning of combat on your turn, if you control an Ajani planeswalker, put a +1/+1counteron this creature.

    Bristling Boar #170 Creature — Boar

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 4
    Power/Toughness: 4/3
    Types:
  • Creature
  • SubTypes:
  • Boar
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If Bristling Boar gains menace, it can’t be blocked at all.
  • Prices

    Seller Price
    Manapool / 0.18 USD 0.15 USD
    Cardmarket / 0.13 EUR 0.03 EUR
    Tcgplayer / 0.1 USD 0.06 USD
    Cardkingdom / 0.49 USD 0.35 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    This creature can't be blocked by more than one creature.

    Greenbelt Rampager #107s Creature — Elephant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 1
    Power/Toughness: 3/4
    Types:
  • Creature
  • SubTypes:
  • Elephant
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • If you have only one {E}, you can't pay it even if you want to.
  • If you have {E}{E}, you have to pay it, even if you don't want to.
  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  • Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
  • If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  • Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
  • Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.
  • Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
  • Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
  • {E} is the energy symbol. It represents one energy counter.
  • Prices

    Seller Price
    Cardmarket 2.76 EUR
    Tcgplayer 2.7 USD
    Manapool 0.77 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    When this creature enters, pay (two energy counters). If you can't, return this creature to its owner's hand and you get .

    Lifecraft Cavalry #113 Creature — Elf Warrior

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 5
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Elf
  • Warrior
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Trample

    Rules

  • Energy counters aren't permanents. Paying {E} won't satisfy a revolt ability.
  • Revolt abilities check only whether a permanent you controlled left the battlefield this turn or not. They don't apply multiple times if more than one permanent you controlled left the battlefield. They don't check whether the permanent that left the battlefield is still in the zone it moved to.
  • Revolt abilities don't care why the permanent left the battlefield, who caused it to move, or where it moved to. They're equally satisfied by an artifact you sacrificed to pay a cost, a creature you controlled that was destroyed by Murder, or an enchantment you returned to your hand with Leave in the Dust.
  • Tokens that leave the battlefield will satisfy a revolt ability.
  • Prices

    Seller Price
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer 0.05 USD / 0.2 USD
    Manapool 0.15 USD / 0.15 USD
    Cardmarket 0.03 EUR / 0.21 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Trample Revolt — This creature enters with two +1/+1 counters on it if a permanent left the battlefield under your control this turn.

    Maulfist Revolutionary #168 Creature — Human Warrior

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Human
  • Warrior
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Trample

    Rules

  • Maulfist Revolutionary’s triggered ability gives only one counter of each kind. It doesn’t double the number of each kind of counter. For example, if a creature has two +1/+1 counters and a charge counter on it, it gets one +1/+1 counter and one charge counter.
  • The triggered ability triggers both when Maulfist Revolutionary enters the battlefield and when it dies. You don’t have to choose only one.
  • To give a counter is to put a counter on a permanent or to have a player get a counter. Effects that interact with a player getting counters or counters being placed on permanents interact with Maulfist Revolutionary’s triggered ability.
  • Prices

    Seller Price

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Trample When this creature enters or dies, for each kind ofcounteron target permanent or player, give that permanent or player anothercounterof that kind.

    Peema Outrider #KLD-166 Creature — Elf Artificer

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 4
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Elf
  • Artificer
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Fabricate Trample

    Rules

  • Fabricate doesn't cause the creature with the ability to enter the battlefield with +1/+1 counters already on it. For example, Weaponcraft Enthusiast will enter the battlefield as a 0/1 creature, then its fabricate ability goes on the stack. Players may take actions (such as casting instants) while the ability is waiting to resolve.
  • If you can't put +1/+1 counters on the creature for any reason as fabricate resolves (for instance, if it's no longer on the battlefield), you just create Servo tokens.
  • You choose whether to put +1/+1 counters on the creature or create Servo tokens as the fabricate ability is resolving. No player may take actions between the time you choose and the time that counters are added or tokens are created.
  • Prices

    Seller Price
    Cardmarket 0.03 EUR
    Tcgplayer 0.02 USD
    Manapool 0.15 USD
    Cardkingdom 0.35 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Trample Fabricate 1 (When this creature enters, put a +1/+1counteron it or create a 1/1 colorless Servo artifact creature token.)

    Sage-Eye Harrier #20 Creature — Bird Warrior

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 5
    Power/Toughness: 1/5
    Types:
  • Creature
  • SubTypes:
  • Bird
  • Warrior
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Flying Morph

    Rules

  • A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
  • Any time you have priority, you may turn the face-down creature face up by revealing what its morph cost is and paying that cost. This is a special action. It doesn't use the stack and can't be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.
  • At any time, you can look at a face-down spell or permanent you control. You can't look at face-down spells or permanents you don't control unless an effect instructs you to do so.
  • Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
  • If a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.
  • Morph lets you cast a card face down by paying {3}, and lets you turn the face-down permanent face up any time you have priority by paying its morph cost.
  • The face-down spell has no mana cost and has a mana value of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3}. This is an alternative cost.
  • When the spell resolves, it enters the battlefield as a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the creature can still grant it any of these characteristics.
  • You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.
  • Prices

    Seller Price
    Manapool / 0.17 USD 0.15 USD
    Tcgplayer 0.02 USD / 0.28 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Cardmarket 0.04 EUR / 0.13 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Flying Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)